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Max Build for Specialist Gatherers

Printed From: Illyriad
Category: Strategies, Guides & Help
Forum Name: Technical Support
Forum Description: Post your technical support related questions here.
URL: http://forum.illyriad.co.uk/forum_posts.asp?TID=3980
Printed Date: 17 Apr 2022 at 01:00
Software Version: Web Wiz Forums 12.03 - http://www.webwizforums.com


Topic: Max Build for Specialist Gatherers
Posted By: Pach
Subject: Max Build for Specialist Gatherers
Date Posted: 10 Aug 2012 at 07:56
In the market train unit screen, if I hit "Max" for training herbalist / miners / skinners, it calculates the wrong number.

I have a level 12 herbalist building with guild record keeping researched. My "Max", including existing herbalists, should be 24 but it always goes to 44. In general it goes to 20 more than the correct number.

Further, it does not take into account available resources like herbs, minerals, skins; if I do not have any herbs available and hit max it should show 0, but it again calculates to building level * 2 + 20.

In an unrelated issue, if I demolish a cottage / herbalist / miner / skinner building, the gatherers don't leave my employ immediately, they leave only when I send them for the next mission.



Replies:
Posted By: Rill
Date Posted: 10 Aug 2012 at 08:46
When you hit max, it calculates the max based on the old resources, I believe: books, gold, horses, etc.  When I hit max it gives me a couple hundred or so.  Then it tells me how many I can have according to my building level, and if I try to build more than I have herbs, hides or minerals for, it tells me that after I enter the amount that my building level allows me to have.  it might be a little cumbersome, but it works OK.


Posted By: dunnoob
Date Posted: 10 Aug 2012 at 13:53
It should either suggest the actually possible number, or if that's too tricky there should be no confusing max button.  I'm anyway  http://forum.illyriad.co.uk/forum_posts.asp?TID=3270&PID=51117&title=settlers-page#51117" rel="nofollow - no fan of potentially dangerous one-click  thingies.


Posted By: Rill
Date Posted: 10 Aug 2012 at 18:31
This is not potentially dangerous since there are several ways it prevents you from building too many.  Perhaps slightly annoying, but it's not a game-breaker and I hope they work on fixing other stuff before this.  Such as ... where are my caravans?


Posted By: dunnoob
Date Posted: 10 Aug 2012 at 21:04
IBTD, erroneously blocking a critical queue for days, weeks, or months, or losing all resources spent for this error,  can be a game breaker.  A lousy connection, where what you see is unrelated to what you get (sadly a common Illy state with more than one browser tab), or an optical mouse after its "buy a new mouse, this one is from last year" date firing random click events where nobody clicked, and you're in serious trouble.  

OTOH vans lost in space could be simply built from scratch if the queue happens to be free... (tested today)


Posted By: Rill
Date Posted: 10 Aug 2012 at 22:01
Not sure how the above argument relates to your suggestion that it calculate the max correctly.  Seems like you are simply arguing against having a max button there, which may be a valid argument for the reason you cited but has little to do with the other issue.


Posted By: dunnoob
Date Posted: 10 Aug 2012 at 23:10
Yes, I hope TC removes the max button instead of fixing its buggy suggestion.  Showing the correct maximum in the input field would be good enough.  I really like http://en.wikipedia.org/wiki/KISS_principle" rel="nofollow - KISS .



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